首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   15篇
  免费   0篇
综合类   1篇
冶金工业   2篇
自动化技术   12篇
  2020年   1篇
  2019年   1篇
  2016年   1篇
  2015年   3篇
  2014年   2篇
  2013年   2篇
  2011年   1篇
  2010年   1篇
  2009年   1篇
  2008年   1篇
  2004年   1篇
排序方式: 共有15条查询结果,搜索用时 15 毫秒
1.
This study aims to add to the discussion about the applicability of the classical deindividuation theory and social identity model of deindividuation effects (SIDE) in explaining online behaviours. It explores the effect of anonymity in facilitating social influence of group identity in online game cheating. A nationally representative survey was conducted face to face. Results from the survey administered in Singapore confirm predictions derived from the SIDE and challenge the classical deindividuation theory. Specifically, it was concluded that the frequency of gaming with online strangers (anonymous gaming) significantly predicted the frequency of cheating in online games. The effect of anonymity on game cheating was found to be significantly mediated by the group identification with online gaming communities/groups. Gender differences were found. Male gamers cheated more frequently than female gamers. Female gamers are more likely to cheat as a consequence of group identification than male gamers. Implications and future research are discussed.  相似文献   
2.
Two experiments examined (a) if the gender of a randomly assigned character would affect individuals' inferences about an anonymous partner in computer-mediated communication (CMC) and (b) how the gender inference would moderate informational social influence. In Experiment 1, participants played a trivia game on a gender-biased topic (sports vs. fashion) with their ostensible partner via computer, represented by a gender-marked cartoon character. The results showed that both men and women, despite the arbitrary nature of character assignment, categorized the partner according to the character's gender. However, the effects of the gender inference on conformity were moderated by the topic and the participant's gender. First, when the topic matched the participant's gender, there was no character effect. Second, whereas women used “expertise heuristics”, exhibiting greater conformity to the male-charactered than female-charactered partner on a masculine topic, men displayed greater conformity to the male-charactered than female-charactered partner on a feminine topic, suggesting male resistance to female influence. Using a gender-neutral topic, Experiment 2 confirmed the explanations. Although the character triggered gender-stereotypical perception of the partner, when the gender was not diagnostic of expertise, the character's gender did not affect women's conformity behavior while men nonetheless showed greater conformity to the male-charactered partner.  相似文献   
3.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed.  相似文献   
4.
In order to explore the differing theoretical predictions of the cues-filtered-out perspective, SIDE model, and hyperpersonal model for online-to-offline relationships outside of the laboratory, a longitudinal survey study was conducted. Participants from a large online message board community who met up with an online acquaintance face-to-face completed surveys regarding their relationship with that individual before and after meeting their acquaintance face to face. Results indicated that the amount of communication with the online acquaintance was related to greater relation development whereas connection to the group was only related to greater individual closeness not satisfaction or predicted outcome value. In general the face-to-face meeting resulted in improved closeness, satisfaction, and predicted outcome value. An exploration for curvilinear effects as predicted by the hyperpersonal model revealed that predicted outcome value at time 1 had a curvilinear effect on closeness at time 2.  相似文献   
5.
The present study investigated the impact of the visual similarity shared among virtual group members on group identity and conformity. In achieving this goal, the current study distinguished the similarity coming from being in the same experimental group (i.e., transient group membership) and the similarity coming from the same social group membership (i.e., lasting group membership), in response to the critique that these two group memberships have not been set apart in previous computer-mediated group research. The current study also attended to the fact that previous research on computer-mediated groups restricted personality traits that might have affected group identity formation and conformity in virtual groups. In response to this constraint, the present study included participants’ needs to be different from others (NFU) and needs for inclusion (ISC) to a hypothesized path model that was founded on the SIDE model. Furthermore, the author examined whether the same hypothesized path model could uphold across the differentiated levels of similarity shared among group members.  相似文献   
6.
喻飞  李元香  魏波  徐星 《控制与决策》2013,28(10):1520-1524
针对粒子群优化算法(PSO)在求解复杂问题时收敛速度慢、易陷入局部最优等缺点,从社会心理学角度阐述PSO算法,将群体社会学中去个性化效应的社会认同模型(SIDE)引入其中,提出一种基于去个性化理论的粒子群算法(DTPSO)。该算法通过个体粒子融入群体中表现出来的去个性化行为(个性与趋同的平衡)维持群体粒子的多样性和有效性。仿真实验表明, DTPSO算法收敛速度快、收敛精度高、稳定性好。  相似文献   
7.
Extant research on the control of anonymous human behavior is inconclusive because of its focus on partial aspects of the self-concept. Multiple self-concepts are usually effective in any given situation. Hence, a holistic approach is preferred over a fragmented picture of the self. We investigate anonymous online communities to determine whether multiple self-concepts concurrently control human behavior.Data were collected from 1453 users through a web-based survey. The results showed that multiple self-concepts concurrently influenced argument quality through group norm conformity, whereas private-self directly influenced argument quality. Furthermore, online anonymity decreased the influence of group identity, contrary to existing assertions.  相似文献   
8.
去个性化效应的社会认同模型(Social identity model of deindividuation effects,SIDE)对去个性化现象的解释明显区别于传统去个性化理论的观点,并且SIDE模型从认知维度与策略维度这两个方面对去个性化现象作出了全新的解释。用SIDE模型来解释与分析网络中的去个性化现象,思考网络中产生去个性化现象的深层原因及其影响,并对网络中不合理的去个性化现象提出建议。  相似文献   
9.
This research examined how group processes alter the impact of alcohol on a judgment task requiring vigilance. The authors compared two competing explanations, deindividuation and group monitoring, for the possible effects of alcohol. Two hundred and eighty-six undergraduates with normal drinking habits undertook a vigilance task alone or in four-person groups having consumed either alcohol (calculated to achieve up to .08 blood alcohol content) or a placebo. The vigilance task required them to count occurrences of the word "the" in a spoken passage. Alcohol significantly impaired the performance of individuals but not groups. Group members performed at a similar level in both conditions, making fewer errors than individuals in the alcohol condition. The fit of different decision-making models were tested. In both the alcohol and placebo conditions, group consensus was predicted by processes consistent with the group monitoring hypothesis. The evidence highlights that under certain conditions, group process can compensate for the cognitively impairing effects of alcohol on individuals. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
10.
Sexism toward women in online video game environments has become a pervasive and divisive issue in the gaming community. In this study, we sought to determine what personality traits, demographic variables, and levels of game play predicted sexist attitudes towards women who play video games. Male and female participants (N = 301) who were players of networked video games were invited to participate in an anonymous online survey. Social dominance orientation and conformity to some types of masculine norms (desire for power over women and the need for heterosexual self-presentation) predicted higher scores on the Video Game Sexism Scale (i.e., greater sexist beliefs about women and gaming). Implications for the social gaming environment and female gamers are discussed.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号